Do you think making jumping during combat less effective was a good idea?

As you know, in Serious Sam 1, you could jump over some projectiles even when these projectiles weren't fired by beheaded firecracker. For an example, with good timing, you can jump over beheaded rocketeer's missiles and minor biomechanoid's lasers.

Re: Do you think making jumping during combat less effective was a good idea?

It was an awful decision. It really took the frantic pace of the game down because, ironically, since you're forced to fall back behind cover more often. All man.

__________________"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker
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Re: Do you think making jumping during combat less effective was a good idea?

Jumping in Sam 3 is a joke.

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Re: Do you think making jumping during combat less effective was a good idea?

Quote:

Originally Posted by Discy

It was an awful decision. It really took the frantic pace of the game down because, ironically, since you're forced to fall back behind cover more often. All man.

Few decades in the future - Serious Sam 7 is in development. Topic named "Do you think making gameplay with less frantic pace gives the gameply more frantic pace?" appears. And Discy be like "Of course. Back in the day when gameplay was more frantic, it actually was less frantic. So we decided to take everything arcade and frantic out of the game, in order to make it even more frantic."

Re: Do you think making jumping during combat less effective was a good idea?

Quote:

Originally Posted by Serious Sam(BG)

Few decades in the future - Serious Sam 7 is in development. Topic named "Do you think making gameplay with less frantic pace gives the gameply more frantic pace?" appears. And Discy be like "Of course. Back in the day when gameplay was more frantic, it actually was less frantic. So we decided to take everything arcade and frantic out of the game, in order to make it even more frantic."

Hey man, if they can make the game more frantic by taking the frantic stuff out of the game, I'm all for it. Very frantically.

__________________"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker
[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
"Can we just move Discy's posts to the HOF automatically already? :P" -Jetty

Re: Do you think making jumping during combat less effective was a good idea?

My opinion is that jumping must be even more important - like in Painkiller. Painkiller + BooH is the end-point of old-school FPS in terms of player movement - easy to master bunny hopping, good control over the character, when you performing it - a good step forward compared to Quake 2. If CT implement such a feature in future Serious Sam game and build the levels and enemies - that will increase the game's intensity. "Grounding" the player is not a decision.

Of course, always remember that I had no problems with Witch-Brides in SS3 and found them pretty cool with their unpredictible behaviour and teleporting. I mean - my opinion is an opinion of a man, who have different understanding for "good Serious Sam gameplay pace" than most of you.